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Author Topic: Tera Online: Facial&Hair Animation  (Read 12598 times)
Windy
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« on: February 16, 2012, 17:05 »

Hi, everyone. First, I wanna thank Gildor for giving people such a useful project Umodel -
you're making us happy!!! Grin
About the topic.
How I load models into 3ds max:
1 - Import PSK
2 - with no object selected or with (it happened not to matter) Import PSA for body
3 - Get normal animation (but if I reopen this file and load another animation it won't be
     loaded - will be still the previous animation)
4 - Without reopening file, I Import a facial animation and only head is animated  Huh? (facial
     bones include neck). If I reimport the body animation - it will be only body animation again
     (i mean the head is animated too, but no facial animation).
5 - I tried to select the face mesh or facial bones (got their list from text-opening its animation
     psa file) and so imported the facial animation or body (with the other bones selected)
     animation. Effect was the same. I found a cure for that by making 2 separate max files
     and merging them.
If someone's got an easier solution, please respond. Roll Eyes
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Gildor
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« Reply #1 on: February 16, 2012, 17:16 »

Hi,
try to disable (add "--" at start) line 1512 in ActorXImporter.ms
Code:
--  RemoveAnimation()
If this will help I'll make an option for merging animations instead of replacing them.
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Skykila
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« Reply #2 on: February 16, 2012, 18:55 »

Кстати, может такую кнопочку в импортере сделать? А то может быть полезно...
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I have the simplest tastes. I am always satisfied with the best.
Oscar Wilde
Windy
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« Reply #3 on: February 17, 2012, 00:03 »

I corrected that line so, but it resulted in just not loading the second animation at all. That is
first I loaded body animation, then selected face bones, neck and face dummies and face mesh, and imported the facial animation - but it just wasn't loaded. Body animation remained intact. Sad
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umpa
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« Reply #4 on: March 03, 2012, 15:02 »

If this will help I'll make an option for merging animations instead of replacing them.

Hi Gildor Sorry my English I'm Italian.

Yes if possible can you make this option?

Because I have a script for transfer animation but Frame 0 need to be in Bind Pose or T-pose.

Problem is when I put Tera in Bind pose this delete the animation

So Frame0 Bind pose ->and from frame 1 import animation.

I hope you understand my english

Thanks
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Gildor
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« Reply #5 on: March 03, 2012, 16:38 »

Hi.
I understand you well. Sorry, I see no reason to add this option just for one man. But you can modify the script so it would keep 1st frame in bind pose. Open ActorXImporter.ms near the line 1519
Code:
    set coordsys world
    startframe = 0 -- can modify layer ...

    RemoveAnimation()
and change startframe value from 0 to 1
Code:
    startframe = 1 -- can modify layer ...

Hope this helps.
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umpa
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« Reply #6 on: March 03, 2012, 17:02 »


Ok No problem ,I can modify the Script

Thanks
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Gildor
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« Reply #7 on: March 03, 2012, 17:15 »

Tell me whether it works or not.
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umpa
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« Reply #8 on: March 03, 2012, 17:36 »

Work but I think I lost the loop.

If I choose fix loop this delete frame0 bind pose

I need to remove also this?

Code:
RemoveAnimation()
« Last Edit: March 03, 2012, 17:57 by umpa » Logged
Gildor
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« Reply #9 on: March 03, 2012, 18:56 »

Try to disable "Update animation length" checkbox.
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divStar
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« Reply #10 on: March 07, 2012, 18:30 »

Thanks for the great script, gildor Cheesy.

I've had problems combining animations together, because one seemed to overwrite the other every time. I've solved the problem first by commenting out the "RemoveAnimation"-method call at around line 1524 I think. But since at times it came in handy to be able to "overwrite" the animation, I've actually added a checkbox called "replace animation" to your script. These are the lines that I added:

Code: (at line 139)
global g_replaceAnim
Code: (at line 169)
g_replaceAnim = true
Code: (at line 250)
axDoSetting "ReplaceAnim"   "g_replaceAnim"
Code: (at line 1524)
if g_replaceAnim then RemoveAnimation()
Code: (at line 1687)
checkbox ChkReplaceAnim "Replace current animation" checked:g_replaceAnim tooltip:"If checked - replaces the current animation (instead of overwriting it)"
Code: (at line 1731)
on ChkReplaceAnim changed state do g_replaceAnim = state

I also added this line to the ActorX-importer configuration file:
Code:
ReplaceAnim=true

It somehow didn't work straight away at first though - I don't know why. It kept giving me "--Type: checked: requires BooleanClass, got: undefined", but then at some point it just worked (I probably reopened 3dsmax or something).

Tested and works in 3dsmax 2012 x64 (tested with animations and models from TERA).

Maybe you could add this option into your script if you consider it useful Smiley?

Cheers and thanks again!

Igor.
« Last Edit: March 07, 2012, 18:32 by divStar » Logged
pixellegolas
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« Reply #11 on: March 07, 2012, 19:05 »

Yes, alot of times when you edit a script you actually need to restart max, very strange but I found out after updating many of chrrox scripts before
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divStar
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« Reply #12 on: March 07, 2012, 19:33 »

Oh well.. I still can't what I am aiming for..

Let's say I followed noazett's tutorial the right way, then if I click on "Restore BindPosition" I should get the normal position of the character with the head and face in place, right? Because in my case the head and face lie on the floor and are unaligned.. I think I am doing something wrong in terms of linking elements to each other :x. Could someone help me in this regard?

What I am doing is this:
1. Load the body-psk
2. Load the legs-psk
3. Load the hands-psk
If I try to animate now, the body, legs and hands are animated correctly and all the other bones that seem like place holders for the following objects, are animated correctly as well.

However: I still need hair, face and tail. For the sake of simplicity I won't deal with the tail here.

4. I load the face-psk
5. I load the hair-psk

Now I am following noazetts tutorial, because both face and hair is misaligned. However: at FIRST (that is: before I "reset to bindposition") the face and hair seems to be aligned correctly. HOWEVER: if I load the hair-psk first and THEN load the face-psk, they are misaligned.

I'm running through noazetts tutorial by aligning the face to the hair, then linking the hair to the face. Then I assign the Dummy_Neck to the Bip01-neck and it seems to sit in place. However: while the head is "animated" by the animation I used for the body, the face and hair is not animated and animation seems not to work.

Does someone see some mistake there or am I just doing something wrong?

Thanks for the help in advance ^^ :x.
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pixellegolas
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« Reply #13 on: March 07, 2012, 22:47 »

Face etc has their own animations. You need to combine them in some way and I think I just loaded walk animation + for example laugh, and the character walks and laughs at same time
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divStar
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« Reply #14 on: March 07, 2012, 23:37 »

I tried it, but something there is still broken for some reason... I wonder why though :x
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